CustomRoleController.cs 6.9 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using DG.Tweening;
  6. public class CustomRoleController : MonoBehaviour
  7. {
  8. private Animator ani;
  9. private SkinnedMeshRenderer body;
  10. public Transform[] Chest;
  11. public Transform[] UpperArmUp;
  12. public Transform[] UpperArmDown;
  13. public Transform[] UpperLegUp;
  14. public Transform[] UpperLegDown;
  15. public Transform[] LowerLegUp;
  16. public Transform[] LowerLegDown;
  17. private void Start()
  18. {
  19. ani = GetComponent<Animator>();
  20. body = GetComponentInChildren<SkinnedMeshRenderer>();
  21. var t1 = ani.GetBoneTransform(HumanBodyBones.LeftHand);
  22. var t2 = ani.GetBoneTransform(HumanBodyBones.LeftFoot);
  23. }
  24. private void Update()
  25. {
  26. UpdatePos();
  27. }
  28. private void UpdatePos()
  29. {
  30. var t = body.bounds.min;
  31. var offset = t.y - (-1.36f);
  32. var y = transform.position.y - offset;
  33. transform.SetPositionY(y * 0.2f + transform.position.y * 0.8f);
  34. }
  35. public void UpdateBoneScale(EditableBodyPart part,Vector3 scale,bool isKeep,float value)
  36. {
  37. CustomRoleUtility.UpdateBoneScale(ani, part,scale, isKeep, value);
  38. }
  39. public List<Transform> GetBonesTrans()
  40. {
  41. var bonesTrans = new List<Transform>();
  42. for (int i = 0; i < Enum.GetValues(typeof(HumanBodyBones)).Length - 1; i++)
  43. {
  44. var trans = ani.GetBoneTransform((HumanBodyBones)i);
  45. if (trans)
  46. {
  47. bonesTrans.Add(trans);
  48. }
  49. }
  50. return bonesTrans;
  51. }
  52. public void GetNormalAniBonesScale(ref Dictionary<string, Vector3> boneDic)
  53. {
  54. CustomRoleUtility.GetNormalAniBonesScale(ani,ref boneDic);
  55. }
  56. private Transform[] GetExtraAniBonesTrans(EditableBodyPart extraPart)
  57. {
  58. Transform[] targetTrans = null;
  59. switch (extraPart)
  60. {
  61. case EditableBodyPart.Chest:
  62. targetTrans = Chest;
  63. break;
  64. case EditableBodyPart.UpperArmUp:
  65. targetTrans = UpperArmUp;
  66. break;
  67. case EditableBodyPart.UpperArmDown:
  68. targetTrans = UpperArmDown;
  69. break;
  70. case EditableBodyPart.UpperLegUp:
  71. targetTrans = UpperLegUp;
  72. break;
  73. case EditableBodyPart.UpperLegDown:
  74. targetTrans = UpperLegDown;
  75. break;
  76. case EditableBodyPart.LowerLegUp:
  77. targetTrans = LowerLegUp;
  78. break;
  79. case EditableBodyPart.LowerLegDown:
  80. targetTrans = LowerLegDown;
  81. break;
  82. default:
  83. break;
  84. }
  85. return targetTrans;
  86. }
  87. public void GetExtraAniBonesScale(ref Dictionary<string, Vector3> boneDic,EditableBodyPart extraPart)
  88. {
  89. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  90. if(targetTrans != null)
  91. {
  92. for (int i = 0; i < targetTrans.Length; i++)
  93. {
  94. boneDic.Add(targetTrans[i].name, targetTrans[i].lossyScale);
  95. }
  96. }
  97. }
  98. public void GetExtraAniBonesRotate(ref Dictionary<string, Quaternion> boneDic, EditableBodyPart extraPart)
  99. {
  100. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  101. if (targetTrans != null)
  102. {
  103. for (int i = 0; i < targetTrans.Length; i++)
  104. {
  105. boneDic.Add(targetTrans[i].name, targetTrans[i].localRotation);
  106. }
  107. }
  108. }
  109. public void GetExtraAniBonesPosition(ref Dictionary<string, Vector3> boneDic, EditableBodyPart extraPart)
  110. {
  111. Transform[] targetTrans = GetExtraAniBonesTrans(extraPart);
  112. if (targetTrans != null)
  113. {
  114. for (int i = 0; i < targetTrans.Length; i++)
  115. {
  116. boneDic.Add(targetTrans[i].name, targetTrans[i].localPosition);
  117. }
  118. }
  119. }
  120. public void SetBonePos(string name,Vector3 value)
  121. {
  122. var bone = CustomRoleUtility.GetChild(transform,name);
  123. if(bone)
  124. {
  125. bone.transform.localPosition = value;
  126. }
  127. }
  128. public void SetBoneRot(string name, Quaternion value)
  129. {
  130. var bone = CustomRoleUtility.GetChild(transform, name);
  131. if (bone)
  132. {
  133. bone.transform.localRotation = value;
  134. }
  135. }
  136. public void SetBoneWorldScale(string name, Vector3 scale,Vector3 orginLocalScale,Vector3 orginWorldScale)
  137. {
  138. var bone = CustomRoleUtility.GetChild(transform, name);
  139. if (bone)
  140. {
  141. var value = scale.x;
  142. var trans = bone.transform;
  143. var beforeScale = trans.localScale;
  144. var world_l = orginWorldScale;
  145. trans.SetLocalScaleX(orginLocalScale.x * scale.x / world_l.x);
  146. trans.SetLocalScaleY(orginLocalScale.y * scale.y / world_l.y);
  147. trans.SetLocalScaleZ(orginLocalScale.z * scale.z / world_l.z);
  148. return;
  149. var lcount = trans.childCount;
  150. for (int j = 0; j < lcount; j++)
  151. {
  152. var childTrans = trans.GetChild(j);
  153. var oldScale = childTrans.localScale;
  154. childTrans.SetLocalScaleX(oldScale.x * beforeScale.x / scale.x);
  155. childTrans.SetLocalScaleY(oldScale.y * beforeScale.y / scale.y);
  156. childTrans.SetLocalScaleZ(oldScale.z * beforeScale.z / scale.z);
  157. }
  158. }
  159. }
  160. public void SetBoneScale(string name, Vector3 scale)
  161. {
  162. var bone = CustomRoleUtility.GetChild(transform, name);
  163. if (bone)
  164. {
  165. bone.transform.localScale = scale;
  166. }
  167. }
  168. public void SetBlendShape(string name,float value)
  169. {
  170. if (!body)
  171. {
  172. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  173. return;
  174. }
  175. if(name == "no")
  176. {
  177. Debug.LogError("表里还没配,快去改表吧!");
  178. return;
  179. }
  180. var index = body.sharedMesh.GetBlendShapeIndex(name);
  181. if(index < 0)
  182. {
  183. Debug.LogError(name + "不存在名称为 " + name + "变形器");
  184. return;
  185. }
  186. SetBlendShape(index, value);
  187. }
  188. public void SetBlendShape(int index,float value)
  189. {
  190. if(!body)
  191. {
  192. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  193. return;
  194. }
  195. body.SetBlendShapeWeight(index, value);
  196. }
  197. /// <summary>
  198. /// 重置所有变形器
  199. /// </summary>
  200. public void ResetAllBlendShape()
  201. {
  202. if (!body)
  203. {
  204. Debug.LogError(name + "不存在 SkinnedMeshRenderer");
  205. return;
  206. }
  207. var count = body.sharedMesh.blendShapeCount;
  208. for (int i = 0; i < count; i++)
  209. {
  210. SetBlendShape(i, 0);
  211. }
  212. }
  213. public void RotateSelf(float offset)
  214. {
  215. transform.Rotate(0, -offset/10, 0);
  216. }
  217. }